package com.shootingGame.physics.collisionReactionClasses
{
	import com.shootingGame.Player;
	import com.shootingGame.physics.collisionReactionClasses.base.Colliders;
	import com.shootingGame.physics.collisionReactionClasses.base.CollisionEffects;
	import com.shootingGame.renderableClasses.GameObject;

	public class PlayerCollisionEffects extends CollisionEffects
	{
		public function PlayerCollisionEffects(owner:Player, ownerColliderType:String, reactions_ToWall:Array=null, reactions_ToPlayer:Array=null, reactions_ToOrdinance:Array=null)
		{
			if(!reactions_ToWall){
				reactions_ToWall = new Array();
				reactions_ToWall.push(CollisionEffects.PERPENDICULAR_ZERO);
			}
			if(!reactions_ToOrdinance){
				reactions_ToOrdinance = new Array();
				reactions_ToOrdinance.push(CollisionEffects.TAKE_DAMAGE);
//				reactions_ToOrdinance.push(CollisionEffects.NONE);
			super(owner, ownerColliderType, reactions_ToWall, reactions_ToPlayer, reactions_ToOrdinance);
			}
		}
		
	}
}